// // Copyright (c) 2008-2020 the Urho3D project. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #pragma once #include "../Urho2D/CollisionShape2D.h" namespace Urho3D { /// 2D circle collision component. class URHO3D_API CollisionCircle2D : public CollisionShape2D { URHO3D_OBJECT(CollisionCircle2D, CollisionShape2D); public: /// Construct. explicit CollisionCircle2D(Context* context); /// Destruct. ~CollisionCircle2D() override; /// Register object factory. static void RegisterObject(Context* context); /// Set radius. /// @property void SetRadius(float radius); /// Set center. /// @property void SetCenter(const Vector2& center); /// Set center. void SetCenter(float x, float y); /// Return radius. /// @property float GetRadius() const { return radius_; } /// Return center. /// @property const Vector2& GetCenter() const { return center_; } private: /// Apply node world scale. void ApplyNodeWorldScale() override; /// Recreate fixture. void RecreateFixture(); /// Circle shape. b2CircleShape circleShape_; /// Radius. float radius_; /// Center. Vector2 center_; }; }